Hi Tim. As one of the QA engineers at Roll20, I want to jump in and provide some context about how it works here. We’re not a single person. Roll20 has a dedicated QA team embedded in various product departments, where individuals like me go deep in our areas of specialty. On the VTT team, I'm involved from early ideation and the development process, through pre-release checks, and into post-release support, and I do my best to ensure that by the time something new launches, it’s already been through several rounds of testing to prevent issues. This is further buffered with a growing number of automated test cases that check for regressions. That said, I do want to be honest about the challenge we face with millions of users utilizing variable combinations of hardware, browsers, extensions, game systems, character sheets, macros, mods, and playstyles… There are genuinely billions of potential use cases to test for with every release. Because of that, even though we work hard to prevent issues from shipping, we also understand that responding quickly when something does slip through is just as important. I know this one was frustrating, and your feedback on the lack of communication around this change has been heard and is being addressed. I appreciate you taking the time to say something, because user reports help me and my team continue to support releases by finding and fixing bugs once they’re out.